Difference between revisions of "Muton (EU2012)"

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Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.
+
{{Ref Open | title = Muton Interrogation}}[[Image: Muton 2 (EU2012).png|right|thumb|Muton]]
 +
On first impressions, the captive Muton would appear to be among the least intelligent of any of the alien species we've encountered. Hulking and brutish in form, we were surprised to discover a great deal of knowledge had been ingrained in this subject's memory. We realized during the interrogation process that it was only logical for the aliens to provide the Muton with a complete understanding of their weaponry and tactics, as this beast represents their most formidable front-line combatant. Although the Muton was quite resistant to our techniques, despite heavy sedation, we've learned a great deal from the captive about the alien weaponry, particularly their advanced plasma-based armaments. The research team will begin analyzing this data for possible use in a new breed of weapons of our own design.
 +
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
  
== Tactical Advice ==
+
{{Ref Open | title = Muton Autopsy}}[[Image: Muton 3 (EU2012).png|right|thumb|Muton Autopsy]]
 +
Standing well over two meters tall, the ratio of this subject's lean muscle to the rest of its body mass is staggering. Its bones are highly durable yet very light in weight, and it seems to lack extramuscular fatty tissue of any kind. There is no part of this subject that has not been genetically engineered for combat. These "Mutons" (a moniker given by the troops) have clearly been bred and modified from birth, with every enhancement contributing to its function as a sort of "organic tank." As such, the Mutons are capable of withstanding otherworldly amounts of damage and seem to have an incredible tolerance for pain. During the autopsy, we also noted a variety of ritualistic markings and unusual tattoos, which imply some sort of past tribal structure among the Muton species. We've also noticed a number of distinct similarities between the genetic structure of the Muton and Floater specimens. Although I can only guess as to the alien's intentions, it certainly appears that the Floaters may have at one time been Mutons themselves. If the aliens have been experimenting with the Muton physiology, perhaps the Floaters are a byproduct of their less successful attempts at genetic manipulation. We may be able to gain further insight into this creature's combat capabilities by targeting another example in the field in the Unit Analysis View.
 +
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
  
The main assault force of the alien collective, their corpses are the most expendable for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, '''never''' have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.
+
Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.
 
 
Once the first Mutons appear, they will almost always be found in all missions, and you may find UFOs as large as Abductors staffed only by Mutons (besides the commander alien). When Berserkers appear, they will often be accompanied with one or two regular Mutons, and fortunatley not with other Berserkers in the same squad-- though if you encounter one Berserker in a mission, odds are that one of the other Muton squads will have another. Elites will appear either in their own squads, or guarding an Ethereal leader on a UFO's bridge.
 
 
 
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the "reload" timer of MC on the Controlling trooper's Abilitiy tiles: if it reads '''T-3''', that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don't want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal's next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use, and Council sales requests of them often exceed your monthly paycheck.
 
  
== Muton Soldier ==
+
== Stats ==
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Muton (EU2012).png|200px]]
 
|picture=[[File:Muton (EU2012).png|200px]]
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|+ Muton Armaments
 
|+ Muton Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
+
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Abilities
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| align="center" | 6  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
+
| align="center" |[[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| align="center" | 6  || align="center" | 10 || align="center" |Suppression 20%
 
|-
 
|-
| align="center" |[[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
+
| align="center" |[[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8  || align="center" | 10 || align="center" |Suppression 20%
 
|-
 
|-
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
+
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | NA
 
|-
 
|-
 
|}
 
|}
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* '''Intimidate''': Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
 
* '''Intimidate''': Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
 
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.
 
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.
* They carry light rifles on first month they appear, and rifles after that month.
+
* They carry Light Plasma Rifles on first month they appear, and rifles after that month.
  
 +
== Tactical Advice ==
  
 +
The main assault force of the alien collective, their corpses are the most expendable for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, '''never''' have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.
  
== Muton Berserker ==
+
Once the first Mutons appear, they will almost always be found in all missions, and you may find UFOs as large as Abductors staffed only by Mutons (besides the commander alien). When Berserkers appear, they will often be accompanied with one or two regular Mutons, and fortunatley not with other Berserkers in the same squad-- though if you encounter one Berserker in a mission, odds are that one of the other Muton squads will have another. Elites will appear either in their own squads, or guarding an Ethereal leader on a UFO's bridge.
{{Unit Stat Box (EU2012)
 
|picture=[[File:Muton Berserker (EU2012).jpg|200px]]
 
|hp=20/20/20/25
 
|aim=Melee
 
|defense=20
 
|will=80
 
|move=17
 
}}
 
  
A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.
+
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the "reload" timer of MC on the Controlling trooper's Abilitiy tiles: if it reads '''T-3''', that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don't want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal's next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use, and Council sales requests of them often exceed your monthly paycheck.
 
 
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurrence for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.
 
 
 
Berserkers do much more damage than their regular Muton brethren, so you should make killing them a high priority. Their distinctive Bloodlust ability is a double edged sword, and "managing" it is essential to beating them. Attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range. As such, if a Berserker is far enough off to be unable to melee you next turn, you should avoid hitting it unless you're prepared to focus fire and kill it in that turn. Bloodlust does not activate when hit by overwatch fire.
 
 
 
Note that unlike most Mutons, Berserkers are very resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. However, if you can successfully Mindfray a Berserker; the massive loss to it's move greatly weakens it's threat level.
 
 
 
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity. For example: standing on the upper tile landing of a drainpipe, ladder, or Elevator Beam will block access to it, and leave the Beserker helpless at the bottom.
 
 
 
However, like Chryssalids, they have no artifacts save for their cold, dead bodies, so blowing them up will not hamper your research efforts in any way.
 
 
 
 
 
{| class="wikitable" width="75%"
 
|+ Berserker Armaments
 
|-
 
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
 
|- style="vertical-align:top;"
 
| align="center" |Muton Blade|| align="center" | 10  || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | NA || align="center" | Small || align="center" | No reaction shot
 
|-
 
|}
 
'''Abilities:'''
 
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.
 
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.
 
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)
 
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.
 
 
 
== Muton Elite ==
 
{{Unit Stat Box (EU2012)
 
|picture=
 
|hp=14/14/14/18
 
|aim=80
 
|defense=20
 
|will=20
 
|move=12
 
}}
 
 
 
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.
 
 
 
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.
 
 
 
Elites are hardly more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites' high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank.
 
{| class="wikitable" width="75%"
 
|+ Weapons Used
 
|-
 
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
 
|- style="vertical-align:top;"
 
| align="center" |[[Muton Heavy Plasma Rifle (EU2012)|Muton Heavy Plasma Rifle]]|| align="center" | 10  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%
 
|-
 
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
 
|-
 
 
 
|}
 
'''Abilities:'''
 
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.
 
* '''Bombard''': Throw or launch grenades over exceptionally long distances.
 
* '''Enemy Defense''': -20% Hit the Muton Elite
 
  
 +
== Notes ==
 +
* When completing the Plasma Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.
 +
* Not to be confused with [[Mutton]].
  
  
 +
{{Aliens (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]
 
== Notes ==
 
* The red armor of the Berserkers and Elites may be referencing the Red-Suited Commader Muton (AKA Mr. Angry Red Suit), only seen durring the intro of the 1994 game.
 
* When completing the Plasma Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.
 
== External Links ==
 
{{Aliens (EU2012)}}
 

Revision as of 00:04, 28 July 2013

Muton Interrogation
Muton

On first impressions, the captive Muton would appear to be among the least intelligent of any of the alien species we've encountered. Hulking and brutish in form, we were surprised to discover a great deal of knowledge had been ingrained in this subject's memory. We realized during the interrogation process that it was only logical for the aliens to provide the Muton with a complete understanding of their weaponry and tactics, as this beast represents their most formidable front-line combatant. Although the Muton was quite resistant to our techniques, despite heavy sedation, we've learned a great deal from the captive about the alien weaponry, particularly their advanced plasma-based armaments. The research team will begin analyzing this data for possible use in a new breed of weapons of our own design.

Source: XCOM: Enemy Unknown (2012) Research Archives
Muton Autopsy
Muton Autopsy

Standing well over two meters tall, the ratio of this subject's lean muscle to the rest of its body mass is staggering. Its bones are highly durable yet very light in weight, and it seems to lack extramuscular fatty tissue of any kind. There is no part of this subject that has not been genetically engineered for combat. These "Mutons" (a moniker given by the troops) have clearly been bred and modified from birth, with every enhancement contributing to its function as a sort of "organic tank." As such, the Mutons are capable of withstanding otherworldly amounts of damage and seem to have an incredible tolerance for pain. During the autopsy, we also noted a variety of ritualistic markings and unusual tattoos, which imply some sort of past tribal structure among the Muton species. We've also noticed a number of distinct similarities between the genetic structure of the Muton and Floater specimens. Although I can only guess as to the alien's intentions, it certainly appears that the Floaters may have at one time been Mutons themselves. If the aliens have been experimenting with the Muton physiology, perhaps the Floaters are a byproduct of their less successful attempts at genetic manipulation. We may be able to gain further insight into this creature's combat capabilities by targeting another example in the field in the Unit Analysis View.

Source: XCOM: Enemy Unknown (2012) Research Archives

Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.

Stats

Muton (EU2012).png
1st Appearance {{{appears}}}
HP 8/8/10/10
Aim 70
Defense 10
Will 10
Movement 12
Easy/Normal/Classic/Impossible

The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game - without Laser weapons and Carapace armour you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their grenades any further than normal. The first month you encounter them they will be armed with Light Plasma Rifles, but in subsequent months will upgrade to medium Plasma Rifles and will appear far more frequently in tactical missions.

Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.

Muton Armaments
Weapon Damage Critical Chance Abilities
Muton Light Plasma Rifle 6 10 Suppression 20%
Muton Plasma Rifle 8 10 Suppression 20%
Alien Grenade 5 0 NA

Abilities:

  • Suppression: Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.
  • Blood Call: Unleash a bestial roar that will inspire any other nearby Mutons (including Bezerkers/Elites) and give them +10 Will/Aim and +4 Movement bonuses for 2 turns. 4 turn cool down.
  • Intimidate: Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
  • Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.
  • They carry Light Plasma Rifles on first month they appear, and rifles after that month.

Tactical Advice

The main assault force of the alien collective, their corpses are the most expendable for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, never have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.

Once the first Mutons appear, they will almost always be found in all missions, and you may find UFOs as large as Abductors staffed only by Mutons (besides the commander alien). When Berserkers appear, they will often be accompanied with one or two regular Mutons, and fortunatley not with other Berserkers in the same squad-- though if you encounter one Berserker in a mission, odds are that one of the other Muton squads will have another. Elites will appear either in their own squads, or guarding an Ethereal leader on a UFO's bridge.

Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the "reload" timer of MC on the Controlling trooper's Abilitiy tiles: if it reads T-3, that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don't want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal's next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use, and Council sales requests of them often exceed your monthly paycheck.

Notes

  • When completing the Plasma Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.
  • Not to be confused with Mutton.


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment